Enchant creature (Target a creature as you cast this. This card enters attached to that creature.) Enchanted creature can't be blocked. {1}{U}: Enchanted creature gains hexproof until end of turn.
Once each turn, when a player casts a spell, you may choose two target players. Each of those players exiles cards from the top of their library until they exile a nonland card with mana value less than that spell's. They may cast those cards without paying their mana cost. Then they put the rest of the exiled cards on the bottom of their library in a random order. (The active player puts their spell on the stack first.)
Indestructible At the beginning of each player's upkeep, target permanent you control gains protection from everything until end of turn. Then if you control at least five permanents whose colors are exactly different color triads, you win the game.
At the beginning of your upkeep, if you control three or more creatures, you draw a card and you lose 1 life. {2}{B}{G}: Create a tapped 1/1 Horror creature token that's all colors.
The Ironwood Grove contains some of the earliest remnants of the birth of Alkabah.
When Influential Wildborn enters, proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.) Persist (When this creature dies, if it had no -1/-1 counters on it, return it to the battlefield under its owner's control with a -1/-1 counter on it.)
Hexproof Whenever another creature you control becomes the target of a spell an opponent controls, you may submerge that creature. (To submerge a card, exile it, then put it on the battlefield face down under its owner's control as a 2/2 creature.) {1}{U}{U}: Turn target face-down creature you control face up.
Golden age (If you cast an instant or sorcery spell, activated a nonmana ability, and attacked this turn, enter a renaissance for this game.) [+1]: Scry 1. If you're in a renaissance, draw a card. [–2]: Return target nonland permanent to its owner's hand if its mana value is 3 or less or if you're in a renaissance. [–6]: Create two 8/8 blue Kraken creature tokens. If you're in a renaissance, take an extra turn after this one.
[+1]: Look at the top two cards of your library. Put one of them into your hand and the other into your graveyard. [–2]: Return target card from your graveyard to the battlefield face down. [–6]: Turn any number of face-up nonland permanents of your choice face down.
Enchant creature When Inherited Blessing enters, remove all -1/-1 counters from each creature you control. Enchanted creature gets +2/+2 and has first strike.
“So your family has the Covenant. Shall we kill every last one of them, or will you yield the throne?” —Lettie Wormwood to the new emperor Amleth
Whenever Inishtu, Desert Healer enters or attacks, surveil 1. (Look at the top card of your library. You may put that card into your graveyard.) At the beginning of your upkeep, if seven or more cards are in your graveyard, you may transform Inishtu.
Sleight (You may cast this spell as though it had flash if you pay {1} more to cast it.) Enchant creature you don't control Embody (Enchanted creature is a copy of this card except for its types.)
At the beginning of your end step, if you lost 2 or more life this turn, create a 1/1 black Bird creature token with flying. If you lost 4 or more life this turn, instead create a 3/3 black Cat creature token with deathtouch. If you lost 6 or more life this turn, instead create a 5/5 black Golem creature token with trample.
Whenever Inkwell Daggers enters or attacks, proliferate. (Choose any number of permanents and/or players with counters on them, then give each another counter of each kind already there.)
As an additional cost to cast this spell, sacrifice a creature. Enchant creature Enchanted creature gets +4/+4, has flying, and is a Demon in addition to its other types.